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https://github.com/RYDE-WORK/ballistica.git
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sources hash update and auto-formatting
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@ -1 +1 @@
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206834682288822241335693999070871022992
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320686119307869972803010339077202626108
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@ -672,8 +672,9 @@ void Joystick::HandleSDLEvent(const SDL_Event* e) {
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e2.jaxis.axis = static_cast_check_fit<uint8_t>(analog_lr_);
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dpad_right_held_ = (e->type == SDL_JOYBUTTONDOWN);
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e2.jaxis.value = static_cast_check_fit<int16_t>(
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dpad_right_held_ ? (dpad_left_held_ ? 0 : 32767)
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: dpad_left_held_ ? -32767 : 0);
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dpad_right_held_ ? (dpad_left_held_ ? 0 : 32767)
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: dpad_left_held_ ? -32767
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: 0);
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e = &e2;
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} else if (e->jbutton.button == left_button_
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|| e->jbutton.button == left_button2_) {
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@ -681,8 +682,9 @@ void Joystick::HandleSDLEvent(const SDL_Event* e) {
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e2.jaxis.axis = static_cast_check_fit<uint8_t>(analog_lr_);
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dpad_left_held_ = (e->type == SDL_JOYBUTTONDOWN);
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e2.jaxis.value = static_cast_check_fit<int16_t>(
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dpad_right_held_ ? (dpad_left_held_ ? 0 : 32767)
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: dpad_left_held_ ? -32767 : 0);
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dpad_right_held_ ? (dpad_left_held_ ? 0 : 32767)
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: dpad_left_held_ ? -32767
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: 0);
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e = &e2;
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} else if (e->jbutton.button == up_button_
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|| e->jbutton.button == up_button2_) {
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@ -690,8 +692,9 @@ void Joystick::HandleSDLEvent(const SDL_Event* e) {
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e2.jaxis.axis = static_cast_check_fit<uint8_t>(analog_ud_);
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dpad_up_held_ = (e->type == SDL_JOYBUTTONDOWN);
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e2.jaxis.value = static_cast_check_fit<int16_t>(
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dpad_up_held_ ? (dpad_down_held_ ? 0 : -32767)
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: dpad_down_held_ ? 32767 : 0);
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dpad_up_held_ ? (dpad_down_held_ ? 0 : -32767)
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: dpad_down_held_ ? 32767
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: 0);
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e = &e2;
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} else if (e->jbutton.button == down_button_
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|| e->jbutton.button == down_button2_) {
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@ -699,8 +702,9 @@ void Joystick::HandleSDLEvent(const SDL_Event* e) {
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e2.jaxis.axis = static_cast_check_fit<uint8_t>(analog_ud_);
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dpad_down_held_ = (e->type == SDL_JOYBUTTONDOWN);
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e2.jaxis.value = static_cast_check_fit<int16_t>(
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dpad_up_held_ ? (dpad_down_held_ ? 0 : -32767)
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: dpad_down_held_ ? 32767 : 0);
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dpad_up_held_ ? (dpad_down_held_ ? 0 : -32767)
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: dpad_down_held_ ? 32767
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: 0);
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e = &e2;
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}
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break;
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@ -214,8 +214,8 @@ void ImageNode::Draw(FrameDef* frame_def) {
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}
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RenderPass& pass(*(vr_use_fixed ? frame_def->GetOverlayFixedPass()
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: front_ ? frame_def->overlay_front_pass()
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: frame_def->overlay_pass()));
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: front_ ? frame_def->overlay_front_pass()
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: frame_def->overlay_pass()));
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// If the pass we're drawing into changes dimensions, recalc.
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// Otherwise we break if a window is resized.
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@ -219,9 +219,9 @@ void TerrainNode::Draw(FrameDef* frame_def) {
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if (vr_only_ && !IsVRMode()) {
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return;
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}
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ObjectComponent c(overlay_ ? frame_def->overlay_3d_pass()
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: background_ ? frame_def->beauty_pass_bg()
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: frame_def->beauty_pass());
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ObjectComponent c(overlay_ ? frame_def->overlay_3d_pass()
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: background_ ? frame_def->beauty_pass_bg()
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: frame_def->beauty_pass());
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c.SetWorldSpace(true);
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c.SetTexture(color_texture_);
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if (lighting_) {
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@ -379,11 +379,11 @@ void TextNode::Draw(FrameDef* frame_def) {
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// make sure we're up to date
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Update();
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RenderPass& pass(
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*(in_world_ ? frame_def->overlay_3d_pass()
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: (vr_use_fixed ? frame_def->GetOverlayFixedPass()
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: front_ ? frame_def->overlay_front_pass()
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: frame_def->overlay_pass())));
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RenderPass& pass(*(in_world_
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? frame_def->overlay_3d_pass()
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: (vr_use_fixed ? frame_def->GetOverlayFixedPass()
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: front_ ? frame_def->overlay_front_pass()
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: frame_def->overlay_pass())));
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if (big_) {
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if (text_group_dirty_) {
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TextMesh::HAlign h_align;
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